#include "StdAfx.h"
#include "InGameState.h"



InGameState::InGameState(void)
{
    SetName("InGameState");
    SetActive( true );
}

InGameState::~InGameState(void)
{
}


/**
    Initialize the game world
*/
int InGameState::Init()
{
    m_physEngine.Init();


    return 0;
}

/**
    Start, reinit anything that may have been
    uninitiliazed leaving the state
*/
int InGameState::Start()
{
    return 0;
}

/**
    Update the world by a frame tick
*/
void InGameState::Update(float dt)
{
    if ( !CheckMapChange() )
    {
        m_physEngine.Update( dt );
        m_entMng.Update( dt );
    }
}

/**
    Leave this game state
*/
void InGameState::Exit()
{

}


/**
    Destroy and cleanup this state
*/
void InGameState::Shutdown()
{
    m_entMng.Clear();
    m_physEngine.Shutdown();
}


/** Map change */
bool InGameState::CheckMapChange()
{
    return false;

}